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#include "Physics.hh"
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#include "Engine.hh"
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#include <algorithm>
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#include <functional>
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PhysicsWorld::PhysicsWorld (Vector gravity, Vector dimensions)
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: tick_timer(PHYSICS_TICK_MS), gravity(gravity), dimensions(dimensions) {
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slots.connect(tick_timer.sig_timer(), this, &PhysicsWorld::tick);
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tick_timer.enable();
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}
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void PhysicsWorld::addObject (PhysicsObject *object) {
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objects.push_back(object);
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}
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void PhysicsWorld::tick () {
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// Engine::log(DEBUG, "physics.apply_force") << "*tick*";
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for (std::vector<PhysicsObject*>::iterator i = objects.begin(); i != objects.end(); i++) {
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(*i)->tick();
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}
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}
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PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, Vector position, Vector velocity)
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: world(world), mass(mass), position(position), velocity(velocity) {
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world.addObject(this);
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}
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void PhysicsObject::updatePosition () {
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// Check if the player is moving on the ground
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/*if (this->velocity.y == 0 && (position.y >= world.dimensions.y - 3)) {
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position.x += 50 * velocity.x * (PHYSICS_TICK_MS / 1000.0);
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velocity.x = 0;
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return;
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}*/
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// If not moving on the ground, apply normal physics
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// Calculate gravity's influence on the velocity vector
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this->velocity += world.gravity * (PHYSICS_TICK_MS / 1000.0);
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Vector newPosition = position + velocity * (PHYSICS_TICK_MS / 1000.0);
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//TODO Handle the object as a square or a polygon
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// Engine::log(DEBUG, "physics.update_position") << "position=" << newPosition << ", velocity=" << velocity;
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bool collided = false;
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if (newPosition.x < 0 || (newPosition.x > world.dimensions.x)) {
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// CRASH!
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this->velocity.x *= -0.5;
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// If the velocity drops under some fixed constant we decide it is zero.
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// This is to prevent the object from bouncing eternally.
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if (abs(this->velocity.x) < 0.1)
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this->velocity.x = 0;
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collided = true;
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} else {
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this->position.x = newPosition.x;
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}
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if (newPosition.y <= 0 || (newPosition.y >= world.dimensions.y)) {
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this->velocity.y *= -0.3;
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if (abs(this->velocity.y) < 0.1) {
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this->velocity.y = 0;
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// Friction
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this->velocity.x *= 0.95;
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} else {
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// Bigger friction
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this->velocity.x *= 0.75;
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}
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collided = true;
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} else {
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this->position.y = newPosition.y;
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}
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if(!collided) {
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this->position = newPosition;
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}
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}
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void PhysicsObject::applyForce (Vector force, uint16_t dt) {
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Vector oldVelocity = velocity;
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this->velocity += force * dt / 1000 / mass; // The last factor denotes the time.
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// It should be scaled somehow.
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// Engine::log(DEBUG, "physics.apply_force") << "force=" << force << ", velocity " << oldVelocity << " -> " << velocity;
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}
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void PhysicsObject::updatePhysics (Vector position, Vector velocity) {
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this->position = position;
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this->velocity = velocity;
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}
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Vector PhysicsObject::getPosition () {
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return this->position;
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}
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void PhysicsObject::tick () {
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this->updatePosition();
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}
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